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Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
za909 |
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Cheep-cheep Level: 32 Posts: 120/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
I know this is a bit off-topic, but how do I fix the weapon menu glitch in Megaman 3 when the Parallax scrolling is going on that's used in the two Gemini man stages by default? (I've moved the effects to two different stages and it's the same exact thing) |
kuja killer |
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Level: 55 Posts: 283/628 EXP: 1243953 Next: 70236 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
a little more details ??
Do you mean the flickering line on the top of the edge of the menu that's always there all the time ? (doesn't matter what level) Or something totally else ?? |
za909 |
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Cheep-cheep Level: 32 Posts: 121/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
It's only there if i'm in a parallax scrolling area. Screenshot included from an unmodified ROM:
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kuja killer |
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Level: 55 Posts: 284/628 EXP: 1243953 Next: 70236 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
wow that is seriously freaky. Of all these years i been romhacking megaman 3... i've never seen that ever in my life.
I think that's because of the emulator your using that has problems... NOT the game. Use fceux, or nestopia.. not whatever your using currently. |
za909 |
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Cheep-cheep Level: 32 Posts: 122/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
I've been using VirtuaNES and if it's a glitch because of the emulator it's fine. I'll just recommend people to play this with nestopia because with the default Palette definitions in fceux, my romhack looks terribly disgusting. Which one of these emulators has the closest palette set to a console? Because mostly shades of blue seem to differ between these emulators. |
Mr. Confused |
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Newcomer Level: 3 Posts: 1/1 EXP: 65 Next: 63 Since: 06-29-12 Last post: 4319 days Last view: 4219 days |
Does anyone know the behaviors and locations of the Up 'n' Down variants from Rockman 4 Minus Infinity?
Look at the credits in English and it will show the names of the custom enemies (i.e: Perfect Guard Metall, W. S. Kerog, Electric Chibee, Spark 'n' Down, Pukka 'n' Pukan, Dig 'n' Dugn, Anglep 'n' Down, Si 'n' Cosine, Up 'n' Apun, the classic Up 'n' Down, etc.) Whew, that was a mouthful. |
darkmage |
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Newcomer Level: 8 Posts: 1/9 EXP: 1773 Next: 414 Since: 07-03-12 Last post: 2624 days Last view: 2621 days |
HACKING QUESTION for Rockman 2.
I'm making a MM2 improvement using the Rockman 2 ROM. What I've done so far: *Edited the intro screen to say Megaman2 instead of Rockman2. *Edited the intro text *Replaced weapon/item text I'm new to the board so I don't know the etiquette for screenshots, or I'd put some up. What I'd like to do to round out this hack is to speed up energy meter fills/refills to be in line with the rest of the series. I've looked for info on this, but the closest I've come is the sound engine info on this board. Would anyone be able to point me in the right direction? |
NARFNra |
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Koopa Level: 25 Posts: 3/114 EXP: 87657 Next: 1963 Since: 02-13-10 From: Texas Last post: 1807 days Last view: 1807 days |
I apologize to add another unhelpful request to a topic already full of them, but does anyone have information on where the game (Mega Man 3, I mean) stores its weapon ASM(in other words, not the /damage/ data, but the data that handles how each weapon works)? I don't necessarily need particularly in-depth information as I can find the rest by testing around in that region, but I will need help figuring out where that is.
I am basically looking to try to change the weapons up and balance some of them, lowering the Shadow Blade's distance for instance. I figure there has to be some value somewhere that controls just how far the SB goes, so I was hoping someone would have information on that. |
za909 |
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Cheep-cheep Level: 32 Posts: 123/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
I'd be pretty interested in these things too, particularly the instructions that point to the speed values because all the weapons seem to share the same speed value as the P cannon. |
Zieldak |
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Crow Level: 42 Posts: 4/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
Posted by Insectduel I sent RHDN a submission edit ~20 minutes ago with the correct information about the hack. I gave Improvement as Status for the hack, but I think Incomplete would be better, but unfortunately, I can't change it until my last edit appears. However, I don't know when will RHDN apply it. |
Zieldak |
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Crow Level: 42 Posts: 5/387 EXP: 512438 Next: 8924 Since: 12-01-11 From: Hungary Last post: 1312 days Last view: 1203 days |
-Post Deleted- |
NARFNra |
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Koopa Level: 25 Posts: 4/114 EXP: 87657 Next: 1963 Since: 02-13-10 From: Texas Last post: 1807 days Last view: 1807 days |
Hello again! Regarding my questions earlier, kuja killer was gracious enough to provide some files on hacking Mega Man 3. Sadly, there isn't much recorded on the actual weapons data, but I do believe that these files will at least be helpful to anyone who needs them.
http://acmlm.kafuka.org/uploader/get.php?id=4095 http://acmlm.kafuka.org/uploader/get.php?id=3940 http://acmlm.kafuka.org/uploader/get.php?id=3926 http://acmlm.kafuka.org/uploader/get.php?id=3176 Thank you very much. |
za909 |
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Cheep-cheep Level: 32 Posts: 131/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
So this time I'm here to give and ask at the same time.
I have a pretty useless .xls table to make hacking MM3-6 music easier based on a document from Matrixz. http://acmlm.kafuka.org/uploader/get.php?id=4283 And now to make a request...if anyone here knows the location for sprite hitboxes in Mega Man 3...please help me out. Noone wants to get hit by nothing. |
NARFNra |
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Koopa Level: 25 Posts: 22/114 EXP: 87657 Next: 1963 Since: 02-13-10 From: Texas Last post: 1807 days Last view: 1807 days |
Posted by za909 Thanks for making the table. Sorry if I came off rude in the thread, but that honestly is a pretty useful document and I wanted to say thanks. As for sprite hitboxes, I don't have a clue for anything except weapons, which should be in the Misc Data file that kuja killer made. I posted his information pages a few posts up. |
kuja killer |
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Level: 55 Posts: 292/628 EXP: 1243953 Next: 70236 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
Narf and za909
Sorry about taking so long, just been busy. I'll post here if that's okay, so everyone can see, instead of PM. To remove the starfield from gemini.. 3C634 - Just put an FF there to stop it from gemini This only removes the stars done with sprites. The rest of them are normal regular background tiles which can be edited when your making your screens on MegaFLE I do not recommend getting rid of the parallax scroll from geimini, cause it's always cool to have a slow-moving background. So im not going to tell you how to remove that unless you really want to. -------------------------------------- Now for sprite hitboxes, that's fixed. You can not edit the actual real sprite hit box sizes for anything, there are only 32 possible boxes, but EVERYTHING in the game will use them. Like for example 5 different enemies and bosses may use the 1 same exact hit box. But you CAN change which box size to use for enemies $210 to 30F in ROM file - Default box sizes to use for enemies and objects. It's not editable in megaFLE unfortanetely. This number is written to the sprites 480-49F area in RAM. From my RAM notes: $480-49F: Hit detection. Bit 7: Damage megaman Bit 6: Damage Enemey Bit 5: Repel hits (if bit 5-6 both = 0, then hits go through enemy) Bit 4-0: Sprite Size here's some examples: 07: sprite box 07 + no extra settings 87: sprite box 07 + enemy can damage megaman D5: sprite box 15 + enemy can damage megaman + megaman can shoot E5: sprite box 05 + enemy can damage megaman + shots go through enemy 2F: sprite box 0F + enemys repel all of megaman's shots + enemy can NOT damage megaman etc etc ---------------------------------------------------------------- Puresabe (author of rockman 4 MI) made a LUA script for fceux, that will show you the hitboxes that enemies/megaman/everything is using. This has helped me SO MUCH. It's extremely useful, you guys should check it out too. http://borokobo.web.fc2.com/neo/rockman3/Rockman3_HitRect.lua He made one of these for all 6 NES mm's. |
NARFNra |
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Koopa Level: 25 Posts: 23/114 EXP: 87657 Next: 1963 Since: 02-13-10 From: Texas Last post: 1807 days Last view: 1807 days |
Wow, that's really useful! Thanks kuja. |
za909 |
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Cheep-cheep Level: 32 Posts: 133/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
Wow this is really cool! Thanks!
But what about the sprite order, is it the same as the tables for the tiles making up the sprites? Like the first of those banks starts at $2A010 (which starts with the animations for doc robot) then $34010 (this has megaman's sprites at the beginning) and $36010? (This one has the flame dropping things from Gemini Man's level at the start) |
kuja killer |
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Level: 55 Posts: 293/628 EXP: 1243953 Next: 70236 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
Oh yea, those are for constructing sprites 1 by 1, every individual tile + color, and seperate tables for X/Y positions for every tile.
yea, just like you said. 2A010 and 34010 and 36010 are the main 3 tables for the sprite frame data 28010 and 32010 are for the X/Y positions of all the sprite frame's tiles and stuff. Explaining the whole entire format would really take awhile, and probably be confusing a bit to you. I dont feel like spending an hour trying to explain it in 1 post. Cause it'll be too looooong. Im really bad at explaining stuff cause i tend to keep talking forever just to try explaining stuff. |
za909 |
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Cheep-cheep Level: 32 Posts: 134/196 EXP: 189088 Next: 17354 Since: 04-27-11 Last post: 3053 days Last view: 2764 days |
Oh I know how that works and I dug up Matrixz's old editor for that and looked up how to load whatever CHR stuff I want, I mean the order of the hitbox data!
Like which objects' hitbox is $210, $211 , etc. like is the order the same as something else in the game? |
kuja killer |
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Level: 55 Posts: 294/628 EXP: 1243953 Next: 70236 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 282 days Last view: 8 days |
Oh sorry, compare it directorly to the enemy order from MegaFLE.
210 is the jumping spark (sprite type 00 when you see in MegaFLE enemy editor window) 211 (type 01) the little flying red head with eyes 212 (type 02) i call "pellet head shooter and so on. |
Main - ROM Hacking - General Megaman Hacking Thread | New thread | New reply |
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